murderv
14-04-2008 19:47:57
hello,
im haveing trouble with exporting morph with ofusion CE.
some of my scenes export just fine and some dont.
i have a tunnel object that should stretch and i used morph to achieve that effect but for some reason ogre sends an exception saying that the object is not animated.
this is the code to load an entity animation (morph)
vBEntity = myCurrScene->getEntity( "tunnel01" );
vBMorph = vBHeartEntity->getAnimationState( "tunnelmorph" );
vBMorph->setEnabled( true );
vBMorph->setLoop( true );
vBMorph->setTimePosition( 0 );
in 3dsmax i have the morpher correctly applied and i do export the animation.
in the OSM file i notice most objects in the scene got the same animation with the morph name but i guess that is normal since it exports all animations per object in the range i've entered, but the tunnel object should also have its morph animation exported.
if i edit the mesh file i can see the name of the animation is there.
any idea why this could happen?
thanks in advance
im haveing trouble with exporting morph with ofusion CE.
some of my scenes export just fine and some dont.
i have a tunnel object that should stretch and i used morph to achieve that effect but for some reason ogre sends an exception saying that the object is not animated.
this is the code to load an entity animation (morph)
vBEntity = myCurrScene->getEntity( "tunnel01" );
vBMorph = vBHeartEntity->getAnimationState( "tunnelmorph" );
vBMorph->setEnabled( true );
vBMorph->setLoop( true );
vBMorph->setTimePosition( 0 );
in 3dsmax i have the morpher correctly applied and i do export the animation.
in the OSM file i notice most objects in the scene got the same animation with the morph name but i guess that is normal since it exports all animations per object in the range i've entered, but the tunnel object should also have its morph animation exported.
if i edit the mesh file i can see the name of the animation is there.
any idea why this could happen?
thanks in advance